著者
薄 充孝 中川 知香 佐藤 智和 横矢 直和
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.13, no.2, pp.161-170, 2008
被引用文献数
15

In this paper, we propose a novel method that estimates camera position and posture from a single image using a feature landmark database. Conventionally, several kinds of camera parameter estimation methods are proposed in which pre-constructed database is used to estimate the camera parameters. In the most of these methods, they achieve fast and high accurate estimation by limiting searching range for the database using the assumption that camera motion for successive image frames is small. However, if the input is a single image, these approaches do not work because there is no good initial parameter to limit the searching range for the database. In this research, we gradually limits the searching range for the landmark database by using GPS position, SIFT distance, and consistency of camera position and posture. The validity of the proposed method has been shown through experiments for an outdoor environment.
著者
佐々木 健 小泉 輝 岡崎 俊郎 森岡 崇 井東 道昌 宮武 秀樹 森 密雄 鈴木 隆司
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.16, no.3, pp.435-439, 2011

Control issues on haptic device control for virtual prototyping of power window switches are presented. A one degree-of-freedom haptic device was designed to display a virtual switch. The difference in the mass of a real switch and that of the haptic device was the main cause of the difference in the operational feeling. Dynamic equivalent mass was reduced by assisting the operational force. Hysteresis was also incorporated in the force-stroke curve. Sensory evaluation has verified that these control methods have enhanced the reality of the operational feelings of the virtual switch.
著者
澤田 枝里香 井田 信也 常磐 拓司 杉本 麻樹 稲見 昌彦 淡路 達人 森下 圭介 古川 正紘 有賀 友恒 木村 秀俊 藤井 智子 武市 隆太 清水 紀芳
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.13, no.3, pp.375-383, 2008
参考文献数
21
被引用文献数
3

This system is an interface realized with the symbiosis of the input/output of wind and graphics. This system brings the new communication medium of "wind" into the bidirectional interaction between the virtual environment and the real environment by integrating the graphic presentation with the input and output of wind on a special screen. The user can interact with the virtual environment in the screen through his/her breath and wind emission. Conversely, actions from the virtual environment to the user are performed by wind changing dynamically. As a result, the user can share not only sights and sounds but also the cutaneous sensation by wind with the system, and interact with the virtual environment feeling a non-conventional deep relationship.
著者
小竹 大輔 佐藤 清秀 内山 晋二 山本 裕之
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.13, no.2, pp.183-193, 2008
被引用文献数
2

We propose a hybrid camera pose estimation method using an inclination sensor and line segments. While our method does not require any prior information on the camera pose and the correspondences between 2D and 3D line segments, it can calculate the camera pose fast using the two-step algorithm that calculates azimuth first and then position under the inclination constraint obtained from the sensor. These features meet the requirement of initialization for edge-based registration used in mixed reality (MR) systems. This paper describes the details of the method and shows its effectiveness with experiments in which the method is used in an actual MR application.
著者
稲見 昌彦 川上 直樹 柳田 康幸 前田 太郎 舘 暲
出版者
日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌
巻号頁・発行日
vol.4, no.1, pp.287-294, 1999-03 (Released:2007-06-06)

Conventional stereoscopic displays have inconsistent accommodation against convergance, which dengrades sensation of presence. We developed a stereoscopic display applying Maxwellian optics to avoid such inconsistency by realizing large depth of focus. The display was also designed to provide large field of view (about 110 degree) with the simple optics. And this display allows an operator to observe real and virtual images in focus for wide range of depth.
著者
橋本 渉 吉田 恭平
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.10, no.2, pp.183-189, 2005
被引用文献数
11

Immersive display is the device that can provide an immersive viewing experience by surrounding around user. The typical problem of the display is that the device occupies huge space and it is hard to move the whole environment. This paper proposes an transportable immersive display. Our environment uses existing walls as screen. In order to avoid the focus problem when the projector image displays on non-planer surface, we utilizes a convex mirror to increase the length of the projector's focal depth. In addition, the mirror helps the projecter's image to spread the wide area. This paper also reports the distortion correction method of the projected image on the various shapes of the wall.
著者
安藤 英由樹 渡邊 淳司 雨宮 智浩 前田 太郎
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.10, no.4, pp.505-512, 2005
被引用文献数
1

In recently proposed saccade-based information displays, the observer cannot see an afterimage without moving the eyes appropriately and therefore often cannot see the afterimage correctly. We propose a new display system based on a concise saccade detection technique and the perceptual features of eye movement. In addition, with a system consisting of a wearable sensor (saccade detector) and a ubiquitous display (saccade-based display), we propose an application where many viewers can be accommodated simultaneously (Several viewers can view an image simultaneously (timesharing) with one saccade-based display.) and independently (Several viewers can view different images with one saccade-based display.). In experiments, we compared character-recognition rates to confirm that the detection of the saccade improves the visibility of the saccade-based display. The results indicate that the recognition rate is clearly improved.
著者
草地 映介 渡邊 淳司
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.12, no.3, pp.389-392, 2007

To draw pictures is creative activity, and one of effective method of self-expression. Generally speaking, however, as people get older, the opportunities to draw pictures decrease and people become not to enjoy drawing in the daily life. Therefore, our project aims to bring drawing, which is essentially enjoyable and makes the life creative, closer to the public people. In this paper, the authors propose "Minimal Drawing", which can solve the problems mentioned above. In order to achieve minimal drawing experience, the authors developed a drawing environment, called as "Roll Canvas". It has the circulated canvas. The user can control the rotation of the canvas, and he/she can draw any kind of pictures freely when the canvas is rotating. Unexpected line drawing can be generated due to the contingency between user's drawing action and the rotation of the canvas. The drawing sometimes can be an artistic picture or a textile design. In this way, the minimal drawing experience includes both user's intension and accidental strokes, which can open up further possibility of drawing to the wide range of people.
著者
林 建一 加藤 博一 西田 正吾
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.12, no.2, pp.149-158, 2007

Many kinds of tracking for Augmented Reality had been proposed. In case of the feature point tracking, the pose is computed by minimizing the error between the observed 2D feature points and the back-projected feature points from the 3D scene model. This minimization problem is usually solved by a non-linear optimization. The main advantage of this approach is its accuracy. However, it is difficult to compute the correct pose unless an appropriate initial value is used. In addition, when some errors are included in the observation, this approach does not guarantee the correct pose even if it converged on the global minimum. So, once an incorrect pose was computed in one frame, tracking may fail in the next frame or the result will get farther from the correct one. In this paper, we propose a new tracking framework for augmented reality. Proposed method tracks features as multiple local hypotheses based on not only one pose but also multiple poses that are computed in the pose estimation in the previous frame. Since multiple poses are maintained as global hypotheses, as far as the correct pose is contained in the hypotheses, the tracking can be continued in even hard situations like a simple iterative scene with high-speed movement.
著者
神原 誠之 横矢 直和 竹村 治雄
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.7, no.3, pp.367-373, 2002
被引用文献数
3

This paper describes a method to extend the registration range ofa visionbased augmented reality (AR) system. We propose to use natural feature points contained in images captured by a pair of stereo cameras in conjunction with pre-defined fixed fiducial markers. The system also incorporates an inertial sensor to achieve a robust registration method which can handle user's fast head rotation and movement. The system first uses pre-defined fiducial markers to estimate a projection matrix between real and virtual world coordinate systems. At the same time, the system picks up and tracks a set of natural feature points from the initial image. As a user moves around in an AR environment, the initial markers fall out from the camera frame and natural features are then used to recover the projection matrix. Experiments for evaluating the feasibility of the proposed method are carried out and show the potential benefits of the method.
著者
遠藤 守 安田 孝美 横井 茂樹
出版者
特定非営利活動法人 日本バーチャルリアリティ学会
雑誌
日本バーチャルリアリティ学会論文誌 (ISSN:1344011X)
巻号頁・発行日
vol.5, no.2, pp.823-830, 2000
被引用文献数
10

Recently, the demand for 3-dimensional humanoid animation on the Internet has increased. We have developed an animation system to generate human actions based on a hierarchic human body description and action library. Using this system, 3D human body structure and behavior can be managed in a unified way and can be used with VRML. We were able to describe a human structure model and action information as well as develop methods to generate action animation utilizing libraries in the internet. This paper explains the concept and the structure of the system and its application on the Internet.